precision mediump float; varying vec2 vUV; uniform sampler2D tex; uniform float highPassThreshold; void main() { vec4 color = texture2D(tex, vUV); if (color.r < highPassThreshold) color.r = 0.0; if (color.g < highPassThreshold) color.g = 0.0; if (color.b < highPassThreshold) color.b = 0.0; gl_FragColor = color; }